Factions - The Revolutionary League

The Revolutionary League:
(The Anarchists)

"The status quo is built on lies and greed. Crush the factions.
Break 'em down and rebuild with what's left.
That's the only way to find real truth."

  • Requirements: One has simply to express unhappiness with authority and be willing to do something about it. Other thing is to be able to locate an actual member an express your desire of joining.
  • Restrictions: Can’t be of Lawful Alignment. In addition, they can never hold any public office or noble title, own a business, or take part in anything that would tie them to the power structure of the planes. Also, all Anarchists are wanted criminals, and they hold no legal rights in Sigil.
  • Organization: Anarchist cells usually consist of between 3-5 members, possibly with as many as 10. Each normally has a cell-leader, a second-in-command, and then everyone else. Once a cell members gains followers of his own, he usually breaks off to form his own cell. This keeps any one individual from holding too much power, and also makes finding and eliminating the Anarchists almost impossible. Cells rarely have any ties to each others. This, in turn, makes them undertaking any significant task almost impossible, too. There are no ranks, per se, and no factol, so ascension is usually handled in a cell-by-cell basis. Oddly, Anarchists often find more support from other factions than they do from their own, since they can usually pose as another faction member with little difficultly.
  • Skills: Class: Bluff, Disguise, Forgery, Innuendo. +2 to Hide and Move Silently. +4 to Disguise and Bluff.
  • Chameleon (Ex): They can pose as members of the other factions automatically without risk of being detected. This doesn’t give them any special abilities that are spell or training related.
  • Hundred Faces (Sp): Once per day, Anarchists can use an Alter Self spell.
  • Support the Cause: Must tithe 50% of income to support the cause or to be distributed among the oppressed.
  • Faction Resistance (Su): Spell resistance (10 + CL + WIS Mod) to any faction-dependant spell-like ability or effect that targets him.
  • BUYABLE FEAT: Quick Change (Ex): (PQ: Anarchist, Disguise 5+) The time required to disguise himself is reduced to a tenth (1d3 minutes) and armor can be put on or taken off in half the normal amount of time.
  • BUYABLE FEAT: Run like Hell (Sp): (PQ: Anarchist, Run Feat) He can use Expeditious Retreat a number of times per day equal to his CHA modifier + 1.
  • BUYABLE FEAT: Hostile Cover (Ex): (PQ: Anarchist, Dodge Feat) Any character that makes a missile attack against an Anarchist in melee or holding a hostage will hit an ally (or the hostage) if his attack hits OR misses by the amount of the cover bonus (Normally, the cover is only hit on a missed attack).
  • HQ: None. They operate in cells across the Cage. In the Planes, the League maintains the 'Bastion of Last Hope' within Carceri, and a burg called 'Hope for a Better Tomorrow' in the Ossa layer of Arborea.



  •      Melroch Eitheldor @ 2003 1 1